Deceptively tricky trigger

General talk about editing, cheating, and deprotecting maps.

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Kryptonyte
Forum Staff
Posts: 1400
Joined: March 17th, 2008, 12:07 am

Re: Deceptively tricky trigger

Post by Kryptonyte »

chunkamongus wrote:huh?
Of course that trigger will cause a leak, you can't get around that one.
Though you can minimize it by having it turned off (which I did).

So if you're worried about the leaks, maybe you just should not use the trigger?
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Made by the late ILikeHacking

My quote from SKillER
Spoiler:
Chat wrote:(19:12:41) SKillER: newfags cant triforce
(19:20:30) SKillER: ▲
▲ ▲
(19:20:35) SKillER: aww
(19:20:37) FatherSpace: FAIL
(19:20:43) Kryptonyte: Wow stop failing.
(19:20:47) SKillER: ▲
▲ ▲
(19:21:41) Kryptonyte: .

. ▲
▲ ▲
(19:22:20) Kryptonyte: I guess you were right, newfags can't triforce.
(19:22:29) SKillER: . . ▲
▲ ▲
(19:23:04) SKillER: OMFG
(19:23:06) SKillER: ... THIS CHAT
(19:23:06) SKillER: !
(19:23:36) SKillER: ▲
▲ ▲
(19:23:46) SKillER: ▲
.▲ ▲
Apparently, SKillER is a newfag.
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Syre
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Posts: 506
Joined: November 17th, 2008, 3:49 pm

Re: Deceptively tricky trigger

Post by Syre »

Actually..instead of going through all that work its quite simple..You see every time a unit builds something they use a skill for it..For humans its Repair [Humans], for undead its Restore..so simply make a trigger like this..

Code: Select all

Untitled Trigger 006
    Events
        Unit - A unit Stops casting an ability
    Conditions
        (Ability being cast) Equal to Repair (Human)
    Actions
        Unit - Remove (Casting unit) from the game
However this has a few drawbacks..like if you do make it this way, you cant move your unit while building..cause that will stop the ability and hence remove your unit...also..you cant repair buildings but since your making the unit be removed after building..it seems that this wont be a big problem..
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